For certain adventures and campaigns, I just write Morale as a trait on the monster stat block: "If the swamp snake is reduced to half its hit points or fewer, it flees if able..." Players learn this over time and they start altering their tactics to just knock them to half then focus on another one (for example).Intimidation is an appropriate skill to combat fears, to maintain owns own confidence and presence.
I am trying to get into the habit of using Intimidation for a "morale check", once an NPC becomes bloodied.
I am big fan of the Bloodied condition ("half its hit points or fewer").For certain adventures and campaigns, I just write Morale as a trait on the monster stat block: "If the swamp snake is reduced to half its hit points or fewer, it flees if able..." Players learn this over time and they start altering their tactics to just knock them to half then focus on another one (for example).
Other than inspiration (which I'm not particularly fond of), the best method is to add XP to the session total. I include xp for traps, hazards, tricks, social encounters, and even quest completion for my game, so this fits right in. Note this shouldn't be individual xp, as that hurts shy players who are uncomfortable with direct roleplay.I'm a big fan of this approach, so kudos from me to you. It's hard, because it's very easy to think you should reward the rich descriptions, entertaining performances, etc. On the one hand, doing so could motivate the less socially gregarious types to up their game, but I also don't want to create a situation where only very socially gregarious, confident people are welcome at the table.
You are being intentionally obtuse.
I use the same framework as I do for all skill checks, that I developed kinda by accident.
The player clearly and openly states their:
- Goal: I want to negotiate a better payday
- Method (which, in social interactions, mostly means leverage): I want to negotiate a better payday by emphasizing cold facts -- it's a very risky operation, and while we're friends, I don't want to freaking die for 500 gold pieces the fact that it's a very risky operation, and despite the fact that we're friends, I don't want to freaking die for her
- Ability and Skill: I want to Persuade her for a better payday by Intelligently emphasizing the cold facts -- it's a very risky operation, and while we're friends, I don't want to freaking die for 500 gold pieces
The GM then clearly and openly states:
Then I call for a roll with static DC -- 1-10: fail, 11-17: both risk and reward happen, 18+: it's all good.
- Requirements (what the character needs to do before even making an attempt): in this case, I didn't have any, but if the PC wasn't the NPC's friend, I'd say he needs someone to wouch for him.
- Risk (what will happen on a failure, always something more than "status quo remains"): Ok, I tell you what. If you fail, she will take her business to your competitors. Yeah, you're her friend, but she doesn't want to freaking starve for you...
- Reward (what will happen on a success?): ...but if you succeed, she will double the pay.
- Price (what will happen regardless of the result): She won't be happy, though. I'll start a 6 segment clock "Sarah is fed up by your crap", and mark 2. When it fills, you will be demoted to a mere business partner.
I’m so stealing these.I don't know if this is the best way to do it, but it's the way I do social interactions at my table.
- The player decides what their character says to the NPC. Might give Advantage/Disadvantage on the Charisma check if it's something the NPC wants to hear, or how seriously the player commits to the monologue, how believable it is, another player vouches for him, or whatever.
- The character sheet decides how well the character says it. This is modeled by a Charisma (Persuasion, etc.) bonus.
- The dice decide how the NPC reacts to it. The player rolls against the NPCs passive Insight (or whatever)
- I decide what the NPC says/does, based on how close the Charisma check got to that target.
I prefer these kinds of things to stay under the hood. I dont want players making character choices that are expedient, but at the cost of an NPCs favor, only to gain it back by gifting an equal number of points that is understood via metagaming. Its sort of why I stopped using XP, my players do things mechanically that will give them the best outcomes as opposed to doing things that feel organic to the character.
I do like faction level systems though. If your characters have been a thorn in the side of the city watch, they are not likely to be friendly. I find that sort of thing to be helpful, especially when starting from a strangers relationship point.